My copy arrived last week. I recommend this book. There's lots of good ideas for players from around 5 kyu through to mid dan level (possibly higher; I'm not qualified to say). You can see some excerpts from the book, and lots of discussion, in John's previous threads at
Boundary plays - O Meien's method and
Boundary plays - O Meien's method (Part 2)The book reminds me a little bit of
Rational Endgame: each section is clear and easy to follow, but it jumps around a bit, and feels like it should include a few more topics to help us join the dots. In some ways it goes further than Rational Endgame: there are some good examples of choosing the right sequence to play out multiple positions, and applications to real games. Overall it's a longer book, 180 pages of main text plus front matter, and good value for money, but I still wanted more :-)
If you've been hanging around these forums for a while, you'll have seen the discussions of deiri counting and miai counting in the endgame. This book explains both from the very beginning. Deiri is the traditional system, and miai is a more modern approach. The old Ogawa/Davies book from the Elementary Go Series and Get Strong at the Endgame both use deiri counting; Rational Endgame and Robert Jasiek's books use miai counting. As far as I can tell, "absolute counting" is O Meien's name for miai counting plus some philosophy on how to apply this method.
It's a book of two halves, where chapters 1-3 explain how to count, and then chapters 4 and 5 apply this to real games, with three positions from amateur games in chapter 4 and eight complete pro games (six of them featuring the author) given in chapter 5. My impression is that the second half is much more advanced than the first: this is where I'd like to see some extra chapters in the middle to bridge the gap. Some examples on 9x9 and 13x13 boards would help, as well as examples of how to find the right move in "vague" positions in the centre of the board. Parts of chapter 5 are a little over my head. I like that in a book: it means I can keep coming back to it and learning more over the years, but there's also enough "easy" (or not too hard) parts that I won't give up.
The introduction shows two positions where the old method of deiri counting might give you the wrong impression. These aren't explained in detail just yet: this chapter is just a teaser, and the explanations follow in chapter 2 after you've learned a bit of theory.
Chapter 1 is called "How to count territory". There are 26 problems, starting with single-move gote sequences with a whole number of points, and progressing to half points and followup moves. The prose style is very conversational, a bit reminiscent of Kageyama. The explanations talk you through not just the mechanics of calculating the answer, but also the thought process, some questions or misconceptions that might occur to you, some mental shortcuts, words of encouragement, and so on. Sometimes this is nice; at other times I got a little irritated, feeling that I didn't really need four paragraphs of chatty prose to remind me that four divided by two makes two.
I think all of the problems are meant to be "elementary", and indeed I think the first half of the chapter would make sense to a 10 kyu player. But he seems to forget that what's obvious to a 9 dan pro is not always obvious to an amateur. Before you can count the position, you need to see the best first move for each player and read out the followup moves accurately. Some of the later problems in the chapter had me pausing for a few minutes to check my reading.
Chapter 2 is called "The value of one move". This is more theoretical, but with clear and well chosen examples. It gets more into the nuances of sente and gote, the concept of "privilege", and the difference between deiri and miai counting. There are some examples where "count each region and play the biggest move" actually gives an incorrect result, and he gives some good principles on how to handle these situations.
Chapter 3 is about endgame kos. He's keen to convince the reader that it's not really as hard as it looks. This chapter explains the fine details of how to count "a third of a point" (and a quarter for a two-stage ko) and has some good big-picture discussions of evaluating trades. There's a curious example part way through where he looks at a key decision point in game 7 of the 28th Kisei final. It's interesting but needs a lot more explanation. I had to run up KataGo to explain to me why the choice of move in the corner means you can't block in the middle: another place where perhaps the author forgets that deep reading doesn't come naturally to we amateurs. Apart from that moment though, all the explanations are as clear and useful as the rest of the book.
In all of chapters 1-3, O gives intuitive reasons for trusting the theory, but doesn't get into rigorous explanations of exactly why it works. Some people will see this as a strength: the book is accessible and easy to follow, and even if it's sometimes imprecise, it's better than not knowing any theory at all. Some people may be disappointed, and be looking for something more like the combinatorial game theory literature or Robert Jasiek's books. Overall though, I think Absolute Counting is a big step up from the older literature.
Moving on to what I think of as the second half of the book: chapter 4 gets into real game examples on a 19x19 board. He gives three positions from near the end of an amateur game and asks if you can evaluate the position (that is, who is ahead and by how many points). This is where you can take what you've learned in the first half an put it into practice -- but it's a sudden and large step up in difficulty.
Each example gets 4-7 pages of explanation. It's really helpful to see his thought process: first looking at each part of the board separately, reading out some sequences, then putting them in order, looking ahead to a nearly completed position that's easier to count, getting a preliminary count, looking a bit further ahead, checking the count, ...
The chapter title is the curious phrase
When to play "Certainties". One of the recurring themes here is that you shouldn't expect to read to the very end of the game and calculate the final score. (He doesn't say it that way; this is my interpretation.) You're always going to be in some doubt as to exactly where you stand. But you can estimate a "margin of error". So you should be able to tell the difference between "I'm probably a little bit ahead but it could go either way" (large margin of error) versus "I'm about 5 points ahead with a 3 point margin of error so I've definitely won". (The combinatorial game theorists will recognise this as a veiled reference to the
temperature of the position.)
I found the choice of examples a little bit strange. My hope is that by learning to count more accurately, I can make better decisions at the board. But in fact, we see examples where there's an obvious biggest move or clear-cut forcing moves, so you're going to play the same way regardless of the count; and one example of a decision point where the answer turns out to be "you win either way". Despite this, the method of analysis is valuable, and I think going through this chapter a few times will improve my play.
Chapter 5, "Analysis of Endgames in Actual Games", seems to be more of the same, but on a higher level. To be honest, I haven't finished this chapter: each example deserves several hours of study, and I wanted to publish this review before the end of the year! My first impression is that the choice of examples is better than chapter 4: there are cases where the count actually does influence the choice of move. Because it's mostly the author's games, we get the inside view of where he felt confident, where he was uncertain, and how he prioritised his efforts if he couldn't read out 100% of the details. It's the longest chapter of the book, 66 pages for 9 examples, averaging more than 7 pages of discussion for each endgame. Some of the discussions have summary paragraphs at the end, or a block of prose half way through, drawing out some principles so that you don't just drown in the details. I'm going to enjoy working through all of this.
The layout is clear and spacious, with a slightly larger font than usual, easy on the eyes without wasting space. I found the non-square diagrams slightly disconcerting; it's not so obvious for the smaller diagrams, but the large full-board diagrams at the start of each example in chapters 4 and 5 are obviously taller than they are wide (yes, I'm obsessive enough to get the ruler out and check, and also compare some other books: they're square on every other book I looked at). I guess I'll get used to it, and it might not bother some people. There are also some small typos, but nothing harmful; I haven't noticed any errors in the calculations.
The translation by John Fairbairn is excellent as usual. The last part of the translator's introduction, talking up the alleged complexity of miai counting and making some rather strange analogies with corporate accounting, strikes me as unhelpful. Don't be put off: it's not as bad as he makes out! But John has done us a great favour in translating this book, so we can forgive him a moment on his own soapbox :-) I hope there will be a sequel.